using Unity.Collections;
using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Phase 1.7 Blade-Dash bookkeeping — SERVER-ONLY, plain (NOT a [GhostField], so no ghost-hash impact;
/// it piggybacks the player re-bake). Keys the per-dash "hit once" dedup to
/// (which is TickUtil.NonZero(now) on every dash and cannot be relied
/// upon to reset) rather than to any DashState clear edge: DashTrailDamageSystem clears
/// whenever the current StartTick differs from . Server-only (no rollback) so the
/// accumulator is safe to persist across ticks.
///
public struct DashTrailState : IComponentData
{
/// The the set currently belongs to.
public uint LastStartTick;
/// Enemies already struck by the CURRENT dash's trail (one hit per enemy per dash).
public FixedList64Bytes Hit;
}
}